SRenderer
Index
Properties Index
bool IsVisible get
bool Enabled get
set
SMaterial Material get
set
SMaterial SharedMaterial get
set
SMaterial[] Materials get
set
SMaterial[] SharedMaterials get
set
SVector BoundsMax get
SVector BoundsMin get
SGameObject GameObject get
Properties
IsVisible
bool IsVisible get
Returns true if the renderer is visible on any camera. Note that the object is considered visible when it needs to be rendered in the Scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the Scene view cameras will also cause this value to be true.
isVisible = Space.Host.ExecutingObject.Renderer.IsVisible
--this object will move forward only if visible on a camera
thisObject = Space.Host.ExecutingObject
function OnUpdateFunction()
if thisObject.Renderer.IsVisible then
thisObject.WorldPosition = thisObject.WorldPosition + (thisObject.Forward * Space.DeltaTime * 0.2)
end
end
thisObject.OnUpdate(OnUpdateFunction)
Enabled
bool Enabled get
set
Get/Set if the rendered object is visible.
Space.Host.ExecutingObject.Renderer.Enabled = false
--clicking this object will make it disappear/reappear
thisGameObject = Space.Host.ExecutingObject
OnClick = function()
thisGameObject.Renderer.Enabled = not thisGameObject.Renderer.Enabled
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Material
SMaterial Material get
set
Returns the first instantiated Material assigned to the renderer.
Modifying material will change the material for this object only.
If the material is used by any other renderers, this will clone the shared material and start using it from now on.
Space.Host.ExecutingObject.Renderer.Material.SetColor("_Color", 1.0, 0.5, 0.5, 1.0)
--clicking this object will toggle it's material's color between Red and Black color when clicked
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
if thisObject.Renderer.Material.GetColor("_Color") == Color.Black then
thisObject.Renderer.Material.SetColor("_Color", Color.Red)
else
thisObject.Renderer.Material.SetColor("_Color", Color.Black)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
SharedMaterial
SMaterial SharedMaterial get
set
The shared material of this object.
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
Space.Host.ExecutingObject.Renderer.SharedMaterial.SetColor("_Color", 1.0, 0.5, 0.5, 1.0)
--clicking this object will toggle it's shared material's color between Red and Black color when clicked
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
if thisObject.Renderer.SharedMaterial.GetColor("_Color") == Color.Black then
thisObject.Renderer.SharedMaterial.SetColor("_Color", Color.Red)
else
thisObject.Renderer.SharedMaterial.SetColor("_Color", Color.Black)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Materials
SMaterial[] Materials get
set
Returns all the instantiated materials of this object.
This is an array of all materials used by the renderer. Unity supports a single object using multiple materials; in this case materials contains all the materials. sharedMaterial and material properties return the first used material if there is more than one.
Modifying any material in materials will change the appearance of only that object.
Note that like all arrays returned by Unity, this returns a copy of materials array. If you want to change some materials in it, get the value, change an entry and set materials back.
mats = Space.Host.ExecutingObject.Renderer.Materials
SharedMaterials
SMaterial[] SharedMaterials get
set
All the shared materials of this object.
This is an array of all materials used by the renderer. Unity supports a single object using multiple materials; in this case sharedMaterials contains all the materials. sharedMaterial and material properties return the first used material if there is more than one.
Modifying any material in sharedMaterials will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterials. If you want to modify the material of a renderer use material instead.
Note that like all arrays returned by Unity, this returns a copy of materials array. If you want to change some materials in it, get the value, change an entry and set materials back.
sharedMats = Space.Host.ExecutingObject.Renderer.SharedMaterials
BoundsMax
SVector BoundsMax get
Property Description
vectorBoundsMax = Space.Host.ExecutingObject.Renderer.BoundsMax
BoundsMin
SVector BoundsMin get
Property Description
vectorBoundsMin = Space.Host.ExecutingObject.Renderer.BoundsMin
GameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.Renderer.GameObject